Er, now it worked. I just ran it again.The first time, there was some exception about not being able to find JOGL.

[edit:]

Why do you use JOGL? This could be done in pure java. =)The jumping feels a bit stiff, you should have smooth gravity based jumping instead of just moving the player straight up and then moving him straight down.

The character and monster graphics are not bad at all, but the background is severely lacking. I assume you know this already.

Absolutely, but pure java is smaller, runs in unsigned applets (and unsigned webstart), and has less chance of crashing the computer.

Pure Java is smaller but it is possible to use JOGL in unsigned applets (Lillian Chamontin did this as far as I know) and I use JOGL because it is very reliable. Pure Java has only a very very little bit less chance of crashing the computer whereas I remind you that I still get a pretty black screen when I try to play with a game deployed as an applet and using another binding of OpenGL for Java... (I wasn't speaking about GL4Java as it works fine on my "old" machine lol).

well it seems promising .... I can just say that the jumping need a little physics ...and just something that happened to me, when I tried to jump in one of those disappering blocks, it appeared as I was falling, so I got locked in the middle of the block .. I dunno if that's the way it was meant to be, but I guess the character should keep falling ...

not really good idea to use jogl when not requiered for online gaming where your main goal should be compatibiltie , easy & fast to run.

specific JVM + Opengl + signed == probably more than 50% users less

That is why I said it should be used carefully. It is possible to check if a method is unavailable, it is possible to get some information about the driver to work around very specific bugs (as I did for the ATI Radeon Xpress) and JOGL IS NOT QUITE INSTABLE! Lol you're still promoting software rendering. I admit that the use of JOGL in a 2D game is not required but I really think it is a good solution for 3D even though some nice 3D games use software rendering (Bloodridge, Tesseract).

I assume CyanPrime uses his game as a pedagogical pretext to learn OpenGL in Java with JOGL and I encourage him to keep it up

Pure Java is smaller but it is possible to use JOGL in unsigned applets (Lillian Chamontin did this as far as I know) and I use JOGL because it is very reliable. Pure Java has only a very very little bit less chance of crashing the computer whereas I remind you that I still get a pretty black screen when I try to play with a game deployed as an applet and using another binding of OpenGL for Java... (I wasn't speaking about GL4Java as it works fine on my "old" machine lol).

I don't think that's possible - jogl requires dll's which can't run unless you request all permissions in the webstart.

Also, OpenGL in whatever form is definitely a lot less stable than java2D. I haven't found a JOGL/LWJGL game/demo that always works on every computer.

I don't think that's possible - jogl requires dll's which can't run unless you request all permissions in the webstart.

Also, OpenGL in whatever form is definitely a lot less stable than java2D. I haven't found a JOGL/LWJGL game/demo that always works on every computer.

Zoltar's return by Lilian Chamontin was an excellent example. As far as I know, TUER works on every computer with Java 1.6 (that excludes some Mac users unfortunately ) and at least OpenGL 1.2, it includes a lot of machines.

Could we please stop off-topicing this thread? Not every mention of jogl has to turn into a big discussion.

Then, you can come here and say something against JOGL: "Why do you use JOGL? This could be done in pure java. =)" but I should not defend another viewpoint, shouldn't I? It is not fair! You consider your post was not off topic whereas it deals with JOGL too.

Xenplat is interesting and I encourage the author to go on using the API that he wants to use, with or without JOGL. It works nice here at work even with the crappy ATI Radeon Xpress 200 The shoots are fine too.

Alright, the system is now at 1.0. Now I just need to add in more levels. I added a new demo with a new level after the first one. Please let me know what you think. Also you can now press F1 to die.

Nice level I have finished your both levels. The mini map is a good idea, especially for bigger levels, it will be useful in the next version.

Do you plan to release the source code? It would be useful for people who are looking for examples of platform games using JOGL and as your game has a nice gameplay, it would be interesting for the users of the FGF players' portal.

After my last clear out of webstart junk (loads of 4k games in my windows installed programs??! How the heck did they get there?) I decided I'd not play any more webstart games unless there was a very good reason to play them (ie lots of rave reviews).Casual games should be applets - the more accessible your game the more feedback you'll get!

After my last clear out of webstart junk (loads of 4k games in my windows installed programs??! How the heck did they get there?) I decided I'd not play any more webstart games unless there was a very good reason to play them (ie lots of rave reviews).Casual games should be applets - the more accessible your game the more feedback you'll get!

Yes I agree. I had to do large clean out, it was full of them. But seems if your cache is cleared then the uninstallers stay and you have to use special programs to remove them.The user should have the option if there going to be installed or just temp stored and where it will be installed too.I hope webstart gets improved in Java 7.

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